FS2_Open
Open source remastering of the Freespace 2 engine
shield.cpp File Reference
#include "freespace2/freespace.h"
#include "mission/missionparse.h"
#include "model/model.h"
#include "network/multi.h"
#include "object/objectshield.h"
#include "render/3d.h"
#include "ship/ship.h"
#include "species_defs/species_defs.h"

Go to the source code of this file.

Classes

struct  gshield_tri
 
struct  shield_hit
 
struct  shield_point
 

Macros

#define SHIELD_HIT_SCALE   0.15f
 
#define MAX_TRIS_PER_HIT   40
 
#define MAX_SHIELD_HITS   20
 
#define MAX_SHIELD_TRI_BUFFER   (MAX_SHIELD_HITS*MAX_TRIS_PER_HIT)
 
#define SHIELD_HIT_DURATION   (3*F1_0/4)
 
#define SH_UNUSED   -1
 
#define SH_TYPE_1   1
 
#define UV_MAX   (63.95f/64.0f)
 
#define MAX_SHIELD_POINTS   100
 

Typedefs

typedef struct gshield_tri gshield_tri
 
typedef struct shield_hit shield_hit
 
typedef struct shield_point shield_point
 

Functions

void create_shield_from_triangle (int trinum, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec)
 
void load_shield_hit_bitmap ()
 
void shield_hit_page_in ()
 
void shield_hit_init ()
 
void release_shield_hit_bitmap ()
 
void shield_hit_close ()
 
void shield_frame_init ()
 
void create_low_detail_poly (int global_index, vec3d *tcp, vec3d *rightv, vec3d *upv)
 
void rs_compute_uvs (shield_tri *stp, shield_vertex *verts, vec3d *tcp, float radius, vec3d *rightv, vec3d *upv)
 
void free_global_tri_records (int shnum)
 
void render_low_detail_shield_bitmap (gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b)
 
void render_shield_triangle (gshield_tri *trip, matrix *orient, vec3d *pos, ubyte r, ubyte g, ubyte b)
 
void render_shield (int shield_num)
 
void render_shields ()
 
void create_tris_containing (vec3d *vp, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec)
 
void visit_children (int trinum, int vertex_index, matrix *orient, shield_info *shieldp, vec3d *tcp, vec3d *centerp, float radius, vec3d *rvec, vec3d *uvec)
 
int get_free_global_shield_index ()
 
int get_global_shield_tri ()
 
void copy_shield_to_globals (int objnum, shield_info *shieldp)
 
float apply_damage_to_shield (object *objp, int quadrant, float damage)
 
void create_shield_low_detail (int objnum, int model_num, matrix *orient, vec3d *centerp, vec3d *tcp, int tr0, shield_info *shieldp)
 
void create_shield_explosion (int objnum, int model_num, matrix *orient, vec3d *centerp, vec3d *tcp, int tr0)
 
void add_shield_point (int objnum, int tri_num, vec3d *hit_pos)
 
void add_shield_point_multi (int objnum, int tri_num, vec3d *hit_pos)
 
void shield_point_multi_setup ()
 
void create_shield_explosion_all (object *objp)
 
void ship_draw_shield (object *objp)
 
int ship_is_shield_up (object *obj, int quadrant)
 
int get_quadrant (vec3d *hit_pnt, object *shipobjp)
 

Variables

int Show_shield_mesh = 0
 
float Shield_scale = SHIELD_HIT_SCALE
 
shield_point Shield_points [MAX_SHIELD_POINTS]
 
int Num_shield_points
 
int Num_multi_shield_points
 
gshield_tri Global_tris [MAX_SHIELD_TRI_BUFFER]
 
int Num_tris
 
shield_hit Shield_hits [MAX_SHIELD_HITS]
 
int Shield_bitmaps_loaded = 0
 
int Poly_count = 0
 
int Cmdline_nohtl
 
int Gi_max = 0
 
int Break_value = -1
 

Macro Definition Documentation

#define MAX_SHIELD_HITS   20

Definition at line 32 of file shield.cpp.

#define MAX_SHIELD_POINTS   100

Definition at line 75 of file shield.cpp.

#define MAX_SHIELD_TRI_BUFFER   (MAX_SHIELD_HITS*MAX_TRIS_PER_HIT)

Definition at line 33 of file shield.cpp.

#define MAX_TRIS_PER_HIT   40

Definition at line 31 of file shield.cpp.

#define SH_TYPE_1   1

Definition at line 37 of file shield.cpp.

#define SH_UNUSED   -1

Definition at line 36 of file shield.cpp.

#define SHIELD_HIT_DURATION   (3*F1_0/4)

Definition at line 34 of file shield.cpp.

#define SHIELD_HIT_SCALE   0.15f

Definition at line 30 of file shield.cpp.

#define UV_MAX   (63.95f/64.0f)

Definition at line 39 of file shield.cpp.

Typedef Documentation

typedef struct gshield_tri gshield_tri

Structure which mimics the shield_tri structure in model.h.

Since the global shield triangle array needs the vertex information, we will acutally store the information in this structure instead of the indices into the vertex list

typedef struct shield_hit shield_hit
typedef struct shield_point shield_point

Stores point at which shield was hit. Gets processed in frame interval.

Function Documentation

void add_shield_point ( int  objnum,
int  tri_num,
vec3d hit_pos 
)

Add data for a shield hit.

Definition at line 779 of file shield.cpp.

void add_shield_point_multi ( int  objnum,
int  tri_num,
vec3d hit_pos 
)

Definition at line 802 of file shield.cpp.

float apply_damage_to_shield ( object objp,
int  quadrant,
float  damage 
)

Return absolute amount of damage not applied.

This is the version that works on a quadrant basis.

Definition at line 644 of file shield.cpp.

void copy_shield_to_globals ( int  objnum,
shield_info shieldp 
)

Copy information from Current_tris to Global_tris, stuffing information in a slot in Shield_hits.

The Global_tris array is not a shield_tri structure. We need to store vertex information in the global array since the vertex list will not be available to us when we actually use the array.

Definition at line 585 of file shield.cpp.

void create_low_detail_poly ( int  global_index,
vec3d tcp,
vec3d rightv,
vec3d upv 
)

Definition at line 179 of file shield.cpp.

void create_shield_explosion ( int  objnum,
int  model_num,
matrix orient,
vec3d centerp,
vec3d tcp,
int  tr0 
)

Definition at line 731 of file shield.cpp.

void create_shield_explosion_all ( object objp)

Create all the shield explosions that occurred on object *objp this frame.

Definition at line 838 of file shield.cpp.

void create_shield_from_triangle ( int  trinum,
matrix orient,
shield_info shieldp,
vec3d tcp,
vec3d centerp,
float  radius,
vec3d rvec,
vec3d uvec 
)

Definition at line 566 of file shield.cpp.

void create_shield_low_detail ( int  objnum,
int  model_num,
matrix orient,
vec3d centerp,
vec3d tcp,
int  tr0,
shield_info shieldp 
)

This function needs to be called by big ships which have shields. It should be able to be modified to deal with the large polygons we use for their shield meshes - unknownplayer

At lower detail levels, shield hit effects are a single texture, applied to one enlarged triangle.

Definition at line 679 of file shield.cpp.

void create_tris_containing ( vec3d vp,
matrix orient,
shield_info shieldp,
vec3d tcp,
vec3d centerp,
float  radius,
vec3d rvec,
vec3d uvec 
)

Definition at line 501 of file shield.cpp.

void free_global_tri_records ( int  shnum)

Free records in Global_tris previously used by Shield_hits[shnum].tri_list

Definition at line 243 of file shield.cpp.

int get_free_global_shield_index ( )

Definition at line 533 of file shield.cpp.

int get_global_shield_tri ( )

Definition at line 548 of file shield.cpp.

int get_quadrant ( vec3d hit_pnt,
object shipobjp 
)

Definition at line 988 of file shield.cpp.

void load_shield_hit_bitmap ( )

Definition at line 90 of file shield.cpp.

void release_shield_hit_bitmap ( )

Release the storage allocated to store the shield effect.

This doesn't need to do anything; the bitmap manager will release everything.

Definition at line 155 of file shield.cpp.

void render_low_detail_shield_bitmap ( gshield_tri trip,
matrix orient,
vec3d pos,
ubyte  r,
ubyte  g,
ubyte  b 
)

Definition at line 256 of file shield.cpp.

void render_shield ( int  shield_num)

Render a shield mesh in the global array Shield_hits[]

Definition at line 381 of file shield.cpp.

void render_shield_triangle ( gshield_tri trip,
matrix orient,
vec3d pos,
ubyte  r,
ubyte  g,
ubyte  b 
)

Render one triangle of a shield hit effect on one ship. Each frame, the triangle needs to be rotated into global coords.

Parameters
trippointer to triangle in global array
orientorientation of object shield is associated with
poscenter point of object
rRed colour
gGreen colour
bBlue colour

Definition at line 318 of file shield.cpp.

void render_shields ( )

Render all the shield hits in the global array Shield_hits[]

This is a temporary function. Shield hit rendering will at least have to occur with the ship, perhaps even internal to the ship.

Definition at line 486 of file shield.cpp.

void rs_compute_uvs ( shield_tri stp,
shield_vertex verts,
vec3d tcp,
float  radius,
vec3d rightv,
vec3d upv 
)

Given a shield triangle, compute the uv coordinates at its vertices given the center point of the explosion texture, distance to center of shield and right and up vectors.

For small distances (relative to radius), coordinates can be computed using distance. For larger values, should compute angle.

Definition at line 221 of file shield.cpp.

void shield_frame_init ( )

Definition at line 173 of file shield.cpp.

void shield_hit_close ( )

De-initialize the shield hit system. Called from game_level_close().

Todo:
We should probably not bother releasing the shield hit bitmaps every level.

Definition at line 168 of file shield.cpp.

void shield_hit_init ( )

Initialize shield hit system.

Called from game_level_init()

Definition at line 131 of file shield.cpp.

void shield_hit_page_in ( )

Definition at line 109 of file shield.cpp.

void shield_point_multi_setup ( )

Sets up the shield point hit information for multiplayer clients

Definition at line 817 of file shield.cpp.

void ship_draw_shield ( object objp)

Draw the whole shield as a wireframe mesh, not looking at the current integrity.

Definition at line 879 of file shield.cpp.

int ship_is_shield_up ( object obj,
int  quadrant 
)

Returns true if the shield presents any opposition to something trying to force through it.

Returns
If quadrant is -1, looks at entire shield, otherwise just one quadrant

Definition at line 964 of file shield.cpp.

void visit_children ( int  trinum,
int  vertex_index,
matrix orient,
shield_info shieldp,
vec3d tcp,
vec3d centerp,
float  radius,
vec3d rvec,
vec3d uvec 
)

Definition at line 521 of file shield.cpp.

Variable Documentation

int Break_value = -1

Definition at line 873 of file shield.cpp.

int Cmdline_nohtl

Definition at line 438 of file cmdline.cpp.

int Gi_max = 0

Definition at line 531 of file shield.cpp.

Definition at line 80 of file shield.cpp.

int Num_multi_shield_points

Definition at line 78 of file shield.cpp.

int Num_shield_points

Definition at line 77 of file shield.cpp.

int Num_tris

Definition at line 81 of file shield.cpp.

int Poly_count = 0

Definition at line 161 of file shield.cpp.

int Shield_bitmaps_loaded = 0

Definition at line 85 of file shield.cpp.

Definition at line 83 of file shield.cpp.

Definition at line 76 of file shield.cpp.

float Shield_scale = SHIELD_HIT_SCALE

Definition at line 41 of file shield.cpp.

int Show_shield_mesh = 0

Definition at line 27 of file shield.cpp.